#define min3v(v1, v2, v3) ((v1)>(v2)? ((v2)>(v3)?(v3):(v2)):((v1)>(v3)?(v3):(v2)))
#define max3v(v1, v2, v3) ((v1)<(v2)? ((v2)<(v3)?(v3):(v2)):((v1)<(v3)?(v3):(v1)))
typedef struct
{
int red; // [0,255]
int green; // [0,255]
int blue; // [0,255]
}COLOR_RGB;
typedef struct
{
float hue; // [0,360]
float saturation; // [0,100]
float luminance; // [0,100]
}COLOR_HSL;
// Converts RGB to HSL
static void RGBtoHSL(const COLOR_RGB *rgb, COLOR_HSL *hsl)
{
float h=0, s=0, l=0;
// normalizes red-green-blue values
float r = rgb->red/255.0f;
float g = rgb->green/255.0f;
float b = rgb->blue/255.0f;
float maxVal = max3v(r, g, b);
float minVal = min3v(r, g, b);
// hue
if(maxVal == minVal)
{
h = 0; // undefined
}
else if(maxVal==r && g>=b)
{
h = 60.0f*(g-b)/(maxVal-minVal);
}
else if(maxVal==r && g<b)
{
h = 60.0f*(g-b)/(maxVal-minVal) + 360.0f;
}
else if(maxVal==g)
{
h = 60.0f*(b-r)/(maxVal-minVal) + 120.0f;
}
else if(maxVal==b)
{
h = 60.0f*(r-g)/(maxVal-minVal) + 240.0f;
}
// luminance
l = (maxVal+minVal)/2.0f;
// saturation
if(l == 0 || maxVal == minVal)
{
s = 0;
}
else if(0<l && l<=0.5f)
{
s = (maxVal-minVal)/(maxVal+minVal);
}
else if(l>0.5f)
{
s = (maxVal-minVal)/(2 - (maxVal+minVal)); //(maxVal-minVal > 0)?
}
hsl->hue = (h>360)? 360 : ((h<0)?0:h);
hsl->saturation = ((s>1)? 1 : ((s<0)?0:s))*100;
hsl->luminance = ((l>1)? 1 : ((l<0)?0:l))*100;
}
// Converts HSL to RGB
static void HSLtoRGB(const COLOR_HSL *hsl, COLOR_RGB *rgb)
{
float h = hsl->hue; // h must be [0, 360]
float s = hsl->saturation/100.f; // s must be [0, 1]
float l = hsl->luminance/100.f; // l must be [0, 1]
float R, G, B;
if(hsl->saturation == 0)
{
// achromatic color (gray scale)
R = G = B = l*255.0f;
}
else
{
float q = (l<0.5f)?(l * (1.0f+s)):(l+s - (l*s));
float p = (2.0f * l) - q;
float Hk = h/360.0f;
float T[3];
T[0] = Hk + 0.3333333f; // Tr 0.3333333f=1.0/3.0
T[1] = Hk; // Tb
T[2] = Hk - 0.3333333f; // Tg
for(int i=0; i<3; i++)
{
if(T[i] < 0) T[i] += 1.0f;
if(T[i] > 1) T[i] -= 1.0f;
if((T[i]*6) < 1)
{
T[i] = p + ((q-p)*6.0f*T[i]);
}
else if((T[i]*2.0f) < 1) //(1.0/6.0)<=T[i] && T[i]<0.5
{
T[i] = q;
}
else if((T[i]*3.0f) < 2) // 0.5<=T[i] && T[i]<(2.0/3.0)
{
T[i] = p + (q-p) * ((2.0f/3.0f) - T[i]) * 6.0f;
}
else T[i] = p;
}
R = T[0]*255.0f;
G = T[1]*255.0f;
B = T[2]*255.0f;
}
rgb->red = (int)((R>255)? 255 : ((R<0)?0 : R));
rgb->green = (int)((G>255)? 255 : ((G<0)?0 : G));
rgb->blue = (int)((B>255)? 255 : ((B<0)?0 : B));
}
// 在Windows系统下,HSL分量的范围是[0,240].参考“画笔”程序,可以看到RGB(红|绿|蓝)
// 和HSL(色调|饱和度|亮度)的联系。
// 下面的代码,把COLOR_HSL的分量值变为Windows的HSL分量,取值在[0,240]之间,需要:
// 下面为COLOR_HSL到Windows的HSL的转换:
// win_H = 240 * hsl.hue / 360.f;
// win_S = 240 * hsl.saturation / 100.f;
// win_L = 240 * hsl.luminance / 100.f;
上面内容转载自http://c.chinaitlab.com/cc/example/200903/780279.html,原文里有些错误,已修正~
本文来自CSDN博客,转载请标明出处:http://blog.csdn.net/warsour/archive/2009/05/13/4175769.aspx